Warmod is a compilation mod with many months of research, and testing of various addons and mods that fixes,enhances, and alters many effects and gameplay of ArmA.

The following list of files are in WarMod!

@anzacsasenv

andy_binocular

andy_laserdesignator

andy_mags

dfs_cartridges

ECS_Air

ECS_Animals

ECS_Characters

ECS_CIV

ECS_Core

ECS_Misc

ECS_RACS

ECS_RC_CIV

ECS_RC_RU

ECS_RC_US

ECS_SmokeShell

ECS_Sounds

ECS_US

ECS_Worlds

eva_core

eva_voice

gdtmodav8

gdtmodhdr

gdtmodhelicopter

GDTModLauncherIronSight

gdtmodsatchel

gdtmodtracked

GL3_Config

GL3_Core

GL3_Music

GL3_Sound

hifi_config_1.5

HiFi_Novus_Aevum_ammo

HiFi_Novus_Aevum_environment

HiFi_Novus_Aevum_man

HiFi_Novus_Aevum_soniccracks

HiFi_Novus_Aevum_vehicles

HiFi_Novus_Aevum_vehicleweapons

HiFi_Novus_Aevum_weapons

hifi_sounds

Kamov2A42ROF

KamovRipple

kkb_artillerymodelfix

math_armaeffects

math_rain

NWD_Ballistics

NWD_ExtraBallistics

NWD_RealDispersion

NWD_RocketBallistics

NWD_ScopeFix

NWD_SightAdjustmentPlugin

NWD_TankFCS

OFPEC_Blood

PROPER_Anims_Fast_Forward_Transition

PROPER_EasyFly_Planes_by_Celery

PROPER_Gameplay_No_AT_Use_Vs_Men_By_AI

PROPER_Gameplay_Object_SupplyRadius_Expanded

PROPER_Gameplay_RadioProtocol_Fixed

PROPER_Gameplay_Sound_TreeHit_Added

PROPER_Gameplay_Vehicle_InsideSoundCoef

PROPER_Gameplay_Vehicle_No_Alarm_Sound

PROPER_Gameplay_Vehicle_No_Eject_Action

PROPER_Gameplay_Vehicle_OccludeAndObstructSounds

PROPER_Gameplay_Vehicle_StartEngine_Disabled

PROPER_Gameplay_Weapon_Disperion_Disabled

PROPER_Gameplay_Weapon_Dot_Crosshair_hedcrusha

PROPER_Gameplay_Weapon_No_Dexterity

PROPER_plants_standard_textures_with_lowplants

PROPER_ToughChopperRotor

PROPER_UI_HDR_Button_in_Video_Options

PROPER_UI_Instant_Map_Object_Zoom

PROPER_UI_No_ActionIcons

PROPER_UI_No_Loading_Anim

PROPER_UI_No_PeripheralVision

PROPER_UI_Speedup_Gear

PROPER_UI_Speedup_RscMapControl

PROPER_UI_Transparent_Ingame_Menus_Background_CSL

proper_weaponcollisionshape

q11_recoils

RAE_sandbagFix

Realistic_Designation

red_fix

RUG_DSAI

RUG_DSAIArab

RUG_DSAIENG

RUG_DSAIGen

RUG_DSAIRUS

rumod_anims

S63_GrenadierPack_Cfg-Untagged

S_displayEventHandler_KeyDown

S_displayEventHandler_KeyUp

S_NVG

sdp_vehicles

SIX_Blood

SIX_Editorupdate

SIX_Misc

SIX_Repl_Reloadtime

SIX_Tracers

slx_ai_dispersion

slx_anims

slx_arma_voices

slx_cloud

slx_findcover

slx_gl3

slx_melee

slx_melee_give

slx_misc

slx_modt72

SLX_NetCode

slx_shout

SLX_Wounds

sprintfix

TCN_GrenadeFix

Themis

truecanlockonmissileonly

truefov-accurate

truegameplay-ai-engagment

truegameplay-ai-hearing

truegameplay-ai-radar

truegameplay-ai-spotting

truegameplay-animation-transitionfixs

truegameplay-survivability-helicopter

truegameplay-survivability-man

truegameplay-vehicle-offroadspeed

truegameplay-vehicle-steeringsensitivity

truegameplay-weapon-turretrotationspeed

trueheadmovement

truemovementsound

truenvgoggles

truevehiclenoise

WarMod_loading

weapons

zgb_deathcam

ZGB_TankBallistics

ZGB_TankFX

ZGB_TankLoadout

ZGB_TankModels

Descriptions@anzacsasenvThis Mod change's the insect and birds proximity values which will bring all the insects etc closer to the player.The amount of insects and birds HAVE NOT been increased.They are just closer and therefore more obviuos to the player.

andy_binocularA very small simple addon which enable you to look around while using binoculars and laser designator.It helps for a quick look around without putting your binoculars away.andy_laserdesignatorsame as above

andy_magsThis addon will replace default bag you see on the ground when you drop ammo or a weapon with the correct model of the ammo/weapon type.

dfs_cartridgesDeadfast's Cartridges is a little eye-candy addon for ArmA.Allowing cartridges to stay on the ground and simulating ejected ones from mounted weapons on vehicles it brings the atmosphere to a new level!Nothing better then walking through all that brass at the end of a mission

ECShttp://www.ecsteam.online.fr/index.php?watch=introevaAi voice modgdtmodav8This Addon changes the AV8:- Nose does not rise on flight.- Vertical takeoff enabled.Vertical takeoff:1. Start the engine.2. Set thrust to minimum.3. Switch Auto-hover on.4. After takeoff move the nose down to get some speed.5. Increase the thrust.

gdtmodhelicopterThis Addon changes the helicopters:- Different flight behavior (increased moment of inertia).- Center of mass centered (left to right). You can test this very easy: Place a flying helicopter in the editor. Press the "freelock" Button. Press the "nose up" button. Without this Addon each helicopter will turn 180

GDTModLauncherIronSight Functional Iron Sight for M136 and RPG (PG-7V and PG-7VR).gdtmodsatchelThis Addon enables you to attach Satchels to Vehicles.

gdtmodtrackedThis Addon is monitoring each tank's up vector, vertically speed vector, and vertically position.If the limits are exceeded the tank will be placed on ground and it's Speed will be halved.

GL3Group Link 3

Group Link 3 is a AddOn based AI Enhancement script, which is doing a lot of configuration's and setting's by it's own.So it's not necessary to inizialize every group by putting "ge1=group this", "ge2=group this" and so on in the inizializing field of each group.Group Link 3 is detecting every unit, group, object, which is used in a mission by it self.Group Link 3 Features1. Enemy A.I. Features2. Effect Features3. Addictional Features

Group Link 3 A.I. Features:Enemy A.I. may do call in other units/groups as reinforcements.Enemy A.I. may do call in artillery support.Enemy A.I. may do call in airstrike support.Enemy A.I. may do drop smoke while unmounting/ejecting vehicles.Enemy A.I. react to gunfire.Enemy A.I. react to suppressive fire.Enemy A.I. may do perform house search.Enemy A.I. may do fire flares at night and drop smoke at day after spotting an target/player.Enemy A.I. in helicopters may do paradrop or unmount the helicopter at the conflict point.Enemy A.I. will return to their original vehicles and remount them, after an alert was cancelled.Enemy A.I. do rearm, if they are close to run out of ammo.Enemy A.I. which was called in as reinforcement, will look for empty vehicles, if they are not nearby the conflict point.Enemy A.I. may try to find cover, after they was detected by or after they had detected/spotteta target/player.Enemy A.I. which is close to reached the conflict pointin may do split up their groups, to advance from several directions.Enemy A.I. of a static group may do talk to some other units of their own group, go patroling for a specific amount of time and range or do sit on the ground and relax. If there is no enemy contact and if they ( units/groups ) feel safe.Enemy A.I. may do garrison empty buildings nearby their position.Enemy A.I. may do mount empty static weapons nearby their position.Enemy A.I. in helicopter may do insert/extract other already called reinforcements, which are far away/not close to the conflict point after unmounting/ejecting their original crew at the conflict point.Enemy A.I. do may detect exloding vehicles.If a vehicle explode and a Enemy A.I. unit/group is nearby the exploded/destroyed vehicle, then they may will start advancing toward to where the explosion came from, to see, what was happend there.Enemy A.I. in vehicles do also detect explosions, if so then they will drive to the position, where the explosion came from, unmount the vehicle, check a specific range for a specific amount of time, remount the vehicle and return to their original waypoints. ( If any )

Group Link 3 Effect Features:

Bullet Whiz by sound effect:This feature do simulate the sound of a bullet which whiz by the head of a player.Dynamic Speaking A.I.:Gives enemy A.I. and the player/player group the abillity to talk and shout during the combatand in given situations.Injured Effects and First Aid:This feature gives players, which was badly wounded the chance to heal them self with a First Aid pack.Church Chor:This feature add some more life to churches, by let a church chor singing inside of a church at day time.At night the churchs will be lighted up in a very nice yellow/orange color.Grenade and Rocket impact simulation:If a grenade and/or rocket impacts right beside a player, then the player get a shock and blackout with eraring for a specific amount of time.The nearer the grenade/rocket impacts the harder/longer will the effect be.Eplosion FX:This feature do create several explosion effects after a land vehicles, air vehicles or ship was destroyed/explodes.

Explosion Effect Types and FX: Explosing debris in several sizes. Explosion fire flash. Dustwaves in different sizes. Fire, Ashes, Spark effects and Spark sound. Hot ground.Body Remove:This feature do removes dead bodys of enemy A.I., if a specific amount of dead units is reached or if a player is in a specific distance to a dead enemy A.I. body.Random Weather:This feature do change the weather randomly during the mission.

Avalible weather conditions are: Fog Overcast Rain

Group Link 3 Feature Extensions:

Mount: This feature let enemy A.I. groups which was called in as reinforcement and which are not nearby the conflict point look if any empty vehicles are nearby their position. If yes, then they will mount the vehicle and drive to the conflict point in the vehicle instead of walking all the way.Dynamic Group Markers:The dynamic group marker script creates a marker at the position of the enemy A.I. group leader.The dynamic group marker script do also can be set how far a marker should be visible from the player/s position and if the markers should give several information’s about the current enemy A.I. group status/behaviour.The dynamic group markers first was created to debug Group Link 3, but its a very useful and helpful tool, so its free to use for everyone.Difficult:Choose the enemy A.I. skill and the enemy A.I. skill array type.

The skill array types include: Aiming Accuracy: Choose how good the enemy A.I. can aim with their weapons. Aiming Shake: Choose how much the enemy A.I. should shake while aiming. Aiming Speed: Choose how fast the enemy A.I. can aim. Endurance: Choose endurance of the enemy A.I. Spot Distance: Choose how good the enemy A.I. can spot enemys. Spot Time: Choose how fast the enemy A.I. can spot enemys. Courage: Choose courage of the enemy A.I. Reload Speed: Choose how fast the enemy A.I. can reload their weapons. Commanding: Behaviour unknown.. General: Behaviour unknown...

Body Detect:Enemy A.I. is able to detect dead body’s of their own/friendly side.After a enemy A.I. unit/group had found/detect a dead body, then they may scan the area for potential targets/players for a specific amount of time and in a specific range.Dynamic Speaking A.I.:The Enemy A.I. and the player do use a completely new D.S.A.I. ( Dynamic Speaking A.I. ) system, which fits to the given situation and behaviour of the unit/group.The D.S.A.I. is split up into several behaviours which are:

Boats/Ships:Enemy A.I. in boats now also is supported by Group Link 3.If enemy A.I. units/groups in Boats/Ships was called in as reinforcement, then they will drive to the nearest land position of the conflict point, unmount the Boats/Ships and continue their way till they have reached the conflict point.House Search:Enemy A.I. which was orderd to do perform house search will randomly check each avaliblespot in the house randomly.Flares:Enemy A.I. do only fire flares at night, if a unit of the group got a grenade launcher and/or anyother weapon avalible to fire flares.Artillery:Artillery of the enemy A.I. do only fire, if none of their own units/groups are in a specific range tothe conflict point.This means artillery will not do fire, if it could be possible to hit their own units/groups.Take Captive/Surrender: ( Removed )This feature do let enemy A.I. surrender/take captive if some conditions match.The conditions to take captives are very high please take a look at the “GL3_Settings.sqf” to see which conditions must be reached, to take captives.Helicopter unmount/eject:Enemy A.I. in helicopters now do calculate the best distance to unmmount/eject the helicopters bytheir own.By default a random value is given, but if the helicopter is too close or too far away like this value,then the value will be re-calculated by the helicopter to make sure the unmount/eject from thehelicopter will be a success and not a suicide.

HiFi_Novus Sound Mod

Kamov2A42ROFThis addon changes the 'Low' and 'High' Rate of Fire-modes on the Ka-50 to more actual ones.'Low' is now 350 rounds per minute and 'High' is 600 rounds per minute (550-600 IRL, but I picked the higher value since the gunning in ArmA is like a crippled whale trying to shoot a slingshot).The burst length is 10 rounds in 'Low' and 20 rounds in 'High' ROF modes. IRL the pilot gets to choose which, but with the controls in ArmA I found this to be more manageable.Also, for better clarity the weapon isn't just listed as "Low" and High", but as "2A42 Low ROF" and "2A42 High ROF".KamovRippleThis addon replaces the default automatic firing mode with one missile at a time to the russian salvo firing.You have two choices of rate of fire: 2 missiles in a salvo, or eight.The name is also changed from "Rocket" to "S-8 80mm" which is the actual name of the rockets fired.

kkb_artillerymodelfixFixes:M119: 3rd Resolution Lod looked messed up when Gun was elevatedMinor fixesD30:3rd Resolution Lod looked messed up when Gun was elevatedIn Cargo view the gunner moved with elevation of the gun

* New effects for weapons and explosions * Various weapon firing effects * More smoke when buildings are destroyed * New burning and smoke effects * AT backblast effects * Aircraft destroyed in the air now leave a flame/smoke trail (doesn't seem to work properly in MP) * Various other tweaks

NWD_BallisticsNWD_Ballistics The supposed difference between the ArmA ballistics and the VBS2 ballistics is ArmA's lack of bullet-specific ballistic coefficients. With this mod, that difference is no longer. When poking around the data files, I found that the "airFriction" parameter can be set per bullet type. After a little research, a little ballistics calculator work, and a whole lot of tweaking, I've managed to create proper exterior ballistics for each small-arms bullet. Rounds now drop much, much more, particularly 5.56 mm and 5.45 mm rifle bullets. Since damage is dependent on speed in ArmA, that also means that body armor has no problem stopping rounds past 500-600 meters. You'll still take damage, but not much.

In addition to increasing bullet drop, this mod will re-zero all small arms to fix a small issue in ArmA. The "distanceZoomMin/Max" values seemingly do not take sight height into account, and actually set the distance at which bullets will re-cross the plane of the barrel. This is not the same as zero, which is properly defined as the distance at which the bullets will touch or cross the plane of the sights. This ranged from a 3% error for .50 caliber rifles to a 47% error for M16s and M4s with ACOG scopes. In short, weapons should now be zeroed at the distances they were supposed to be zeroed at.

Huge thanks to Kronzky and his portable target range. Without the ballistics tracking in that script, none of this would have been possible.

NWD_RocketBallistics This pbo includes redone rocket and missile ballistics, including the AT4 and RPG-7. The M136 AT4 ballistics should be fairly accurate as long as you fire within +/- 10 degrees of horizontal. The RPG-7 is hopeless, but it at least has a realistic muzzle velocity and flight range. The other rockets and missiles have (mostly) realistic thrust times, impulses, and maneuverability.

Javelin missiles will fly my best approximation of the direct-attack profile, climbing out to 25 meters before diving down. Without any script to do this, I had to decrease the missile maneuverability. Unfortunately, this means you will not hit any target closer than 350 m away from you. Javelin launchers aren't present by default in ArmA, so this isn't so terrible.

This mod does not completely fix SACLOS ATGMs. ArmA guides these by placing an invisible target 1500 m in front of your sights and guiding the missile to that. This is a terrible method. You will never hit a moving target at ranges less than 1500 m, and you will never hit any target at ranges greater than 1500 m. At 1500m, the missile just starts to fly in circles around the invisible target.

NWD_RealDispersion This pbo fixes something that annoyed me to no end: in the stock game, the accuracy of single shots depended on your fire mode! With this mod, single shots with your rifle set to automatic fire will be exactly as accurate as single shots with your rifle set to single fire. The AI will ( should! ) still have increased dispersion when laying automatic fire. Sniper rifle dispersion is also increased to realistic values, and MP5 and handgun dispersion is reduced to realistic values. Gatling cannon and machine gun dispersions are also reduced to their published values, being 1.5-3 mil for mounted machine guns and 5-8 mil for gatling cannon.

Small arms dispersions are still set to twice what they should be, but that's the way it was before. I am fairly certain that the player gets a 50% dispersion reduction on small arms while prone, and that these settings are correct.

NWD_SightAdjustmentPlugin This is one of my favorite parts, designed to be used with gmJamez' SightAdjustment mod v0.4beta. It will do nothing if that mod is not installed. This pbo can be used independently of the others, if that's your kind of thing. If you do have the SightAdjustment mod installed, this pbo will add accurate adjustment ranges and increments to every stock weapon. You will, for example, be able to set the SVD scope to 1000 m (+12.5 mils elevation in the mod) and use the lower chevrons for ranges of 1100, 1200, and 1300m. Assuming, of course, you are also using Scopefix.

NWD_TankFCSThis mod replaces just about everything that has anything to do with firing the guns on a tank.

First off, shell damage and trajectories are changed to be more in line with reality (APFSDS rounds will travel 100km+ in real life!, and the coaxial machineguns fire at their real cyclic rate.

That's not why you want it, though. In addition to changing the ballistic properties of the shells, this mod adds a simulation of the real fire control computers of both the T-72M and the M1A1 Abrams. The fire control works nearly exactly as it does in the real tanks (with a couple caveats), down to the smallest details I could find.

As of now, only the highest zoom level of the main gun sight is simulated properly. I intend to add night sights, multiple magnification levels, and commanders' sights later.

This also includes a bug-fixed version of my GLTD II rangefinder mod, described here. They share a lot of the same code, so this cuts down on a bit of processor time versus having them both running separately.

OFPEC_BloodWARNING!!!This AddOn seriously increases the gore factor in ArmA.It is not recommended for use by children under the age of 15 years.

Description:Whenever a unit is damaged, the “Hit” eventhandler causes the blood scripts ( Within OFPEC_Blood.sqs ) to be run.